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Muramasa is disappointingly less damage than Ivory Blade. The extra Kill% just isn't that great.
Did you find a big difference in the amount of Stamina pumping you had to do between Dread Spear and Giant Sword?
Yes, the GS required 3x the stamina pumping of the Dread. You can see that in the "PL3 Rest Alls needed" column. In most of the GS trials, if the battle had gone on one more round I would have needed a 7th cast.
Obviously the rounds spent replenishing Stamina can be fewer with a higher PL Rest All or Power Cast.
@MPN - The issue isn't surviving against the offensive spells of the Rapax Warlocks. It's that level 15 casters can't do meaningful spell damage to level 22 enemies with additional magic defenses, even with Power Cast.
I doubt there is a lot of a point to testing The Avenger vs *Light* *Sword* as the Light Sword is pretty much superior in every way, and both have Kill 10%. Excaliber is really slow in contrast, though maybe someone cares about the HP Regen?
Anyways, I'm kinda curious how MUCH WORSE some weapons are. For example, for Axes (yes, sucky, I know), the difference between Blades of Aesir vs Axe of Many Runes. Another weapon I'd like to see vs Zatoichi Bo or Staff of Doom is the lowly Stun Rod, since you can get tons of 'em so easily, it's slow but it paralyzes almost as nicely as the Staff of Doom. It will never be as good, but how close is it? Hmmm...
Some good example tests might be: samurai dual vs single,
lord dual mace vs dual sword/mace(diamond eyes) vs. single weapon.
Although the build would be different for each of those, I’ve found that dual wielders benefit most from str, dex/spd in my games, vs a single weapon user benefiting most from a str/dex approach.
@Zolaerla - happy to run all of those. I've been meaning to test the Excal and maybe I'll do Avenger with it. Can do Stun Rod (good idea) and Blades of Aesir as well. Axe of Many Runes has huge penalties right?
Sure thing! I’ll check my old saves when I get back home tonight.
We do talk about it :)
https://steamcommunity.com/app/245450/discussions/0/3155329311501056491/?l=ukrainian
After this testing, in my opinion the Staff of Doom is hands-down the best weapon in the game:
- The strongest weapon for the strongest physical attacking class, the Fighter
- Solid damage, speed, accuracy, and weight
- 2nd best procs of any weapon in the game
- Guaranteed drop
- Can be used by any other character if you don't have a Fighter
- PL5 Death Cloud (L O L)
So here’s a fun one I did:
faerie samurai (lvl14 bumped to 15 as explained) str55, int64, piety35, vit 50, dex 100, spd 100, sen45.
Weapon skills: dual wielded sword and sticks with a bo for extended range options. End game weapons planned: zatoichi Bo, fang or muramasa(if lucky), rod of sprites.
Close combat:79, dual weapons: 78, critical strike: 73, sword 75(before 25%) staff 73. I put 3 ‘use’ points into cc,dw,cs, sw, and staff. I put level up points into sword(1), staff(3) and the expert skills I didn’t mention.
Dwarf lord14, bumped to 15 for comparison. It was a very old save, I’ve since changed my style, but was decent nonetheless. Used sword and mace dual, with whip as an extended option. Plan was for ivory blade, diamond eyes, and vampire chain.
Str100, int35, piety58, vit60, dex100, spd 50, sen46
Skills: close combat 77, dual wield 84(before bonus), sword 78, mace 79, power strike 20. No levelup points added as all were above 75 after simulated skill gain. Power strike was the exception there.
I’d like to add the other 10 examples I have but I’m going to bed, g’night!
The numbers are surprising to me though, as I assumed dual-wielding would result in lower cc/weapon skills than HOK's characters because dual-wield consumes training rolls from other skills. But maybe dual-wielding is so inefficient at killing enemies that battles take way longer and you get many more total training rolls.
According to this, the TOP 3 weapons are all staffs: CoC, SoD, Zato.
1. Zato seems like the most powerful weapon in terms of stats, but since I rarely play a Monk or Samurai, I can't say much about the weapon in combat.
2. CoC does a lot of damage and has good status effects, but in my games this advantage was mostly meaningless. CoC doesn't have an Extended Range and Ranged Combat is also omitted because of CoC. The only advantage is in the fight against bosses. For me, unfortunately, a weapon that is good on paper, but in practice there are better weapons.
3. The SoD is probably really the best weapon in the game. In my experience, even a bad melee character (caster) or an RPC with poor weapon skill is good with this weapon. That's why I never give SoD to a Fighter, because they have other weapon options and I get an additional decent melee character with SoD.
4. I rarely used spells on a weapon (like Death Cloud in SoD) because I always forget to use it in combat.
5. Don't hold it against me, but for me, the Dread Spear remains my favorite weapon. Certainly not as spectacular as other weapons, this one serves its purpose to kill boss enemies AND monster mobs in relatively few combat rounds. My experience and results with this weapon are just too good, so I don't see any need for change in my games here.
6. Not all of the swings shown are always performed in combat. I would be interested to know if this is just a coincidence or if any values could have an influence here. Is it possible that the Chance to Hit has an impact on the maximum number of swings performed in combat? In any case, it seemed to me that characters with better accuracy were able to perform their maximum swings more often in combat. Unfortunately, this assumption is difficult to verify.
7. More swings are easier to get than multiple attacks. The biggest influence on the swing progression is the weapon initiative. Therefore, a character with Bloodlust becomes strong very quickly. + 1 swing from Bloodlust and an additional swing soon due to the high weapon initiative.
Speed also has an impact, especially when boosting with Haste.
8. At level 18, my two Dracon Fighters still don't get their 3rd attack in my current game, even with Haste. The biggest influence on several attacks seems to be the level of the character and the level modifier.
9. Melee weapons with extended range are more effective in combat than melee weapons without extended range. This has an even more serious effect in the course of the game, the more attacks and swings the characters get.
Often, a character without an Extended Ranged Weapon will forfeit the additional attacks and swings because there is no monster left in range. Characters with Melee Extended Range Weapons can usually take full advantage of their extra attacks and swings against monsters due to their increased range.
In my Light Sword Fighter vs Dread Spear Fighter comparison, my Dread Spear Fighter kills about 1 to 2 more monsters per combat due to her extended melee range.
10. Of course, the Mystic Arrows with their proc chance work particularly well against the water-susceptible Rapax. In Bayjin and the Sea Caves, you won't get a stab against the water creatures. Basically, earth magic has to struggle with less resistances than water even in the endgame, if I compare the resistances of the monsters on Flamestryke. Therefore, I would give K.O. (Earth) a slightly higher probability proc chance than Paralyze (Water) in terms of all maps.
11. Dual Wield has always turned out to be the worst type of attack in my games. I was convinced for a long time that it could be good, until I compared a Rogue with Dual Wield and without Dual Wield. Extra attacks and extra swings came much later in comparison and the penalty on To Hit was extremely noticeable. Actually, Dual Wield can only be good in a party that consists mainly of melee fighters, so that the many necessary skills can be trained sufficiently. Maybe it's good in boss fights, but in the game it hasn't convinced me so far, although I wish it was different.
12. The Rogue also gets the bad weapon modifier of Berserk -30 from Bloodlust even with a Backstab attack and maybe can therefore get better results with his Backstab with Fang without this penalty on Chance to Hit (See peddroelm's guide).
13. Muramasa has a high weapon initiative that will take the Samurai to the 2nd and 3rd swings faster unless he gets Bloodlust, Ivory Blade, or Light Sword as a sword.
14. Compared to the Dread Spear, Giant Sword performed significantly worse, although the Giant Sword does more damage. However, the higher damage is compensated by the fact that the Dread Spear usually has one more swing. In addition, the stamina of the Giant Sword Fighter falls very quickly and requires a remnant Rest All. A caster in the party loses an action that he/she could otherwise use for something else.
5- I think the Dread is a great weapon too. These results are from a very controlled test--very different from actual use in a game where monsters are running around, etc.
8- From the formulas we know Dexterity has a big impact on # of attacks too. Have you tried Superman to bring your Dracons up to 125 Dex? And very strangely, somehow the Monks in my example had 2/3 swings with the Dread Spear. No idea how. Don't think 13 points of Speed is enough when you Hasted Fighters can't get there.
9- I agree
10- I believe this too. Normally, my stun weapons do indeed proc often throughout the game. But the difference against water-weak Rapax was staggering.
14- For me, it isn't just the damage of the Giant Sword, it's the 30% KO. As you point out in #10, I think the Giant Sword will perform better against other enemies.
@HS - I feel like I want to do more testing on the Mauler and the 2/3 of the Monks' Dread Spear. Something feels off here.
Equipping a Priest with a Mace and Shield is something I have done a lot, usually with a Mauler as the mace. On paper this is the superior choice, 2% kill, 15% KO, +15 to Mace and Flail skill and 12-27 base damage (before the Strength bonus), but Diamond Eyes, 20% Paralyze and 7-22 base damage, or 14.5 vs. 19.5 average base damage, is better in at least some ways. Also, when in battle after casting Haste Diamond Eyes has maximums of 2 attacks and 3 swings while the Mauler remains at 2/2. This is clearly due to the difference in Weapon Initiative of 4 (-1 for the Mauler vs. +3 for Diamond Eyes).
The Mauler's +15 to Mace and Flail skill helps accuracy, but Diamond Eyes has a direct +2 "To Hit" advantage on the weapon versus zero for the Mauler. The swing advantage, if they get the maximum and if they hit and penetrate has about a 50% to attempt to proc with Diamond Eyes versus a 30% attempt to proc in some way with the Mauler. There is the difference that any proc for Diamond Eyes is from Paralyze while any proc from the Mauler is predominantly from KO (+2% instant kill).
In any case they are close in performance but within the last few years I have been experimenting with (and tentatively prefer) using Diamond Eyes for the mace/shield Priest versus the Mauler.
Other points about the Priest (just for context): This is in an MDP of the type exampled in the guide. The Priest has both open Power Cast (eventually in the 80 range) and Power Strike (eventually in the 50 range). Strength is 100 (maxed but no item help). Priest makes no attempt to be fast (until Haste is cast in battle). The Psionic in the same party takes care of the fast Soul Shield casting. Build is STR/INT until one is maxed and DEX (in the high 50s until then) pushed every level after that... never reaches 100.
So I also am very interested if there is anything we are missing about the Mauler since Diamond Eyes (as a main hand weapon, with a shield), with less base damage, seems to perform about as well.